UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Last 3 issues

broken avatar :(
Created 10 years ago
by HitmanVere
0 Members and 1 Guest are viewing this topic.
2,201 views
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
1st. I started to notice this some time ago, but for some reason the gibbing model doesnt show, when head is shot off sometimes, doesnt happen always. Few weeks back it was working fine, but now it doesnt show gib model and gives this error:


2nd. Tried to add it, so when you have 20% of clip left, ammo counter turns red like some people have added it. Then I went in-game and its always red. This is what I do, when counter gets updated in .gsc:
Code Snippet
Plaintext
		if(self.clipCount <= 5)
self SetClientDvar("sis", "1");
else
self SetClientDvar("sis", "0");
And this in HUD:[/s]


3rd. I followed this: http://ugx-mods.com/forum/index.php/topic,7397.msg79692.html#msg79692
Normal weapon firing sounds work, but then when applying PaP sound using JBirds tut, the overlapping part doesnt work. Here is example soundalias:
Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler,isbig

asm1_fire,,weapons/asm1/weap_asm1_fire.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc,,weapons/asm1/weap_asm1_fire.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,


asm1_fire_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,asm1_fire,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,asm1_fire_npc,,,,,0.5,,,,,,,,,,80,95,0.55,1,,

These are the only issues in the map atm. When these are fixed, I will start packaging the map, lol
Last Edit: January 20, 2016, 11:38:33 am by HitmanVere
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 3 years ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
Signature
Do not take life too seriously. You will never get out of it alive.
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
1st. I started to notice this some time ago, but for some reason the gibbing model doesnt show, when head is shot off sometimes, doesnt happen always. Few weeks back it was working fine, but now it doesnt show gib model and gives this error:
(Image removed from quote.)

2nd. Tried to add it, so when you have 20% of clip left, ammo counter turns red like some people have added it. Then I went in-game and its always red. This is what I do, when counter gets updated in .gsc:
Code Snippet
Plaintext
		if(self.clipCount <= 5)
self SetClientDvar("sis", "1");
else
self SetClientDvar("sis", "0");
And this in HUD:
(Image removed from quote.)

3rd. I followed this: http://ugx-mods.com/forum/index.php/topic,7397.msg79692.html#msg79692
Normal weapon firing sounds work, but then when applying PaP sound using JBirds tut, the overlapping part doesnt work. Here is example soundalias:
Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler,isbig

asm1_fire,,weapons/asm1/weap_asm1_fire.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc,,weapons/asm1/weap_asm1_fire.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,


asm1_fire_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,asm1_fire,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,asm1_fire_npc,,,,,0.5,,,,,,,,,,80,95,0.55,1,,

These are the only issues in the map atm. When these are fixed, I will start packaging the map, lol

1) Bad tag.
2) It's actually more than this it shouldn't be a "<=5" as it should actually be 20% (lower) of the clip size. (Except for weapons that are 1/2 shots, i.e. double barreled/rpg/grenades.)
I think I have the code completed in one of my HUD scripts. Checking now....
2E) Actually looks like I never released it I think(?). Anyway this is what you should do instead of duplicating the hud element, "^1<TEXT>".
Code Snippet
Plaintext
// so in code do something like this
curClip = GetWeaponAmmoClip
totalClip = whateverClip
if(totalClip != 1 && currClip <= totalClip * 0.20)
self setclientdvar("dvar", "^1" + shit);
3) Might not be able to have a secondary alias that is looped while the original alias doesn't have the same limits. (Try setting the limits to be exact.)
Last Edit: January 20, 2016, 12:14:38 am by DidUknowiPwn
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
1) Bad tag.
2) It's actually more than this it shouldn't be a "<=5" as it should actually be 20% (lower) of the clip size. (Except for weapons that are 1/2 shots, i.e. double barreled/rpg/grenades.)
I think I have the code completed in one of my HUD scripts. Checking now....
3) Might not be able to have a secondary alias that is looped while the original alias doesn't have the same limits. (Try setting the limits to be exact.)

1st. Also happens on Nova Crawlers, and those were just fine at one point. Gibbing in _zombiemode_spawner:
Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(isdefined(self.hatmodel))
{
self detach( self.hatModel, "" );
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
if(self.model == "bo2_c_zom_dlc0_zom_haz_body1")
self Attach( "bo2_c_zom_dlc0_zom_haz_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2_larmoff")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2_rarmoff")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2_upclean")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_solciv_body1")
self Attach( "bo2_c_zom_dlc0_zom_solciv_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_sol_body1")
self Attach( "bo2_c_zom_dlc0_zom_sol_body1_behead", "", true );

else
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}
2nd. I did the 5 for testing as I didnt know immediately how to actually implement the 20% :P
3rd. Limits are same on all entries, limit_count is 100 and limit_type is priority
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 3 years ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
1) In terms of exe the model doesn't contain the tag that you're trying to attach to.
2) Here's the code from my Exo ZM HUD
Code Snippet
Plaintext
		//DUKIP - Default lowAmmoWarningThreshold in weaponfile is always 0.33
warningClipSize = ceil(WeaponClipSize(newWeap) * 0.33);

//DUKIP - If our current clip count is less than or equal to the warning amount and check that our weapon's clip isn't only '1' but display if our clip is 0.
if(newClipCount <= warningClipSize && (newClipSize > 1 || newClipCount == 0))
self.clip_hud.can_pulse = true;
else
self.clip_hud.can_pulse = false;
So just edit it a little bit.
3) Unknown :(
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Red text is sorted out now. Removing priority from soundalias helped just a bit, issue is still there

 
Loading ...